本文整理汇总了C++中RenderBlock类的典型用法代码示例。如果您正苦于以下问题:C++ RenderBlock类的具体用法?C++ RenderBlock怎么用?C++ RenderBlock使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了RenderBlock类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: toRenderBlock
String HitTestResult::innerTextIfTruncated(TextDirection& dir) const
{
for (Node* truncatedNode = m_innerNode.get(); truncatedNode; truncatedNode = truncatedNode->parentNode()) {
if (!truncatedNode->isElementNode())
continue;
if (RenderObject* renderer = truncatedNode->renderer()) {
if (renderer->isRenderBlock()) {
RenderBlock* block = toRenderBlock(renderer);
if (block->style()->textOverflow()) {
for (RootInlineBox* line = block->firstRootBox(); line; line = line->nextRootBox()) {
if (line->hasEllipsisBox()) {
dir = block->style()->direction();
return toElement(truncatedNode)->innerText();
}
}
}
break;
}
}
}
dir = LTR;
return String();
}
示例2: findGoodTouchTargets
void findGoodTouchTargets(const IntRect& touchBox, LocalFrame* mainFrame, Vector<IntRect>& goodTargets, WillBeHeapVector<RawPtrWillBeMember<Node> >& highlightNodes)
{
goodTargets.clear();
int touchPointPadding = ceil(std::max(touchBox.width(), touchBox.height()) * 0.5);
IntPoint touchPoint = touchBox.center();
IntPoint contentsPoint = mainFrame->view()->windowToContents(touchPoint);
HitTestResult result = mainFrame->eventHandler().hitTestResultAtPoint(contentsPoint, HitTestRequest::ReadOnly | HitTestRequest::Active | HitTestRequest::ConfusingAndOftenMisusedDisallowShadowContent, IntSize(touchPointPadding, touchPointPadding));
const WillBeHeapListHashSet<RefPtrWillBeMember<Node> >& hitResults = result.rectBasedTestResult();
// Blacklist nodes that are container of disambiguated nodes.
// It is not uncommon to have a clickable <div> that contains other clickable objects.
// This heuristic avoids excessive disambiguation in that case.
WillBeHeapHashSet<RawPtrWillBeMember<Node> > blackList;
for (WillBeHeapListHashSet<RefPtrWillBeMember<Node> >::const_iterator it = hitResults.begin(); it != hitResults.end(); ++it) {
// Ignore any Nodes that can't be clicked on.
RenderObject* renderer = it->get()->renderer();
if (!renderer || !it->get()->willRespondToMouseClickEvents())
continue;
// Blacklist all of the Node's containers.
for (RenderBlock* container = renderer->containingBlock(); container; container = container->containingBlock()) {
Node* containerNode = container->node();
if (!containerNode)
continue;
if (!blackList.add(containerNode).isNewEntry)
break;
}
}
WillBeHeapHashMap<RawPtrWillBeMember<Node>, TouchTargetData> touchTargets;
float bestScore = 0;
for (WillBeHeapListHashSet<RefPtrWillBeMember<Node> >::const_iterator it = hitResults.begin(); it != hitResults.end(); ++it) {
for (Node* node = it->get(); node; node = node->parentNode()) {
if (blackList.contains(node))
continue;
if (node->isDocumentNode() || isHTMLHtmlElement(*node) || isHTMLBodyElement(*node))
break;
if (node->willRespondToMouseClickEvents()) {
TouchTargetData& targetData = touchTargets.add(node, TouchTargetData()).storedValue->value;
targetData.windowBoundingBox = boundingBoxForEventNodes(node);
targetData.score = scoreTouchTarget(touchPoint, touchPointPadding, targetData.windowBoundingBox);
bestScore = std::max(bestScore, targetData.score);
break;
}
}
}
for (WillBeHeapHashMap<RawPtrWillBeMember<Node>, TouchTargetData>::iterator it = touchTargets.begin(); it != touchTargets.end(); ++it) {
// Currently the scoring function uses the overlap area with the fat point as the score.
// We ignore the candidates that has less than 1/2 overlap (we consider not really ambiguous enough) than the best candidate to avoid excessive popups.
if (it->value.score < bestScore * 0.5)
continue;
goodTargets.append(it->value.windowBoundingBox);
highlightNodes.append(it->key);
}
}
示例3: object
int InlineTextBox::textPos() const
{
if (xPos() == 0)
return 0;
RenderBlock *blockElement = object()->containingBlock();
return direction() == RTL ? xPos() - blockElement->borderRight() - blockElement->paddingRight()
: xPos() - blockElement->borderLeft() - blockElement->paddingLeft();
}
示例4: new
RenderObject *ElementImpl::createRenderer(RenderArena *arena, RenderStyle *style)
{
if (getDocument()->documentElement() == this && style->display() == NONE) {
// Ignore display: none on root elements. Force a display of block in that case.
RenderBlock* result = new (arena) RenderBlock(this);
if (result) result->setStyle(style);
return result;
}
return RenderObject::createObject(this, style);
}
示例5: FloatPoint
FloatPoint InlineBox::locationIncludingFlipping()
{
if (!renderer()->style()->isFlippedBlocksWritingMode())
return FloatPoint(x(), y());
RenderBlock* block = root()->block();
if (block->style()->isHorizontalWritingMode())
return FloatPoint(x(), block->height() - height() - y());
else
return FloatPoint(block->width() - width() - x(), y());
}
示例6: toElement
void RenderMathMLSubSup::addChild(RenderObject* child, RenderObject* beforeChild)
{
// Note: The RenderMathMLBlock only allows element children to be added.
Element* childElement = toElement(child->node());
if (childElement && !childElement->previousElementSibling()) {
// Position 1 is always the base of the msub/msup/msubsup.
RenderMathMLBlock* wrapper = new (renderArena()) RenderMathMLBlock(node());
RefPtr<RenderStyle> wrapperStyle = RenderStyle::create();
wrapperStyle->inheritFrom(style());
wrapperStyle->setDisplay(INLINE_BLOCK);
wrapperStyle->setVerticalAlign(BASELINE);
wrapper->setStyle(wrapperStyle.release());
RenderMathMLBlock::addChild(wrapper, firstChild());
wrapper->addChild(child);
// Make sure we have a script block for rendering.
if (m_kind == SubSup && !m_scripts) {
m_scripts = new (renderArena()) RenderMathMLBlock(node());
RefPtr<RenderStyle> scriptsStyle = RenderStyle::create();
scriptsStyle->inheritFrom(style());
scriptsStyle->setDisplay(INLINE_BLOCK);
scriptsStyle->setVerticalAlign(TOP);
scriptsStyle->setMarginLeft(Length(gSubsupScriptMargin, Fixed));
scriptsStyle->setTextAlign(LEFT);
// Set this wrapper's font-size for its line-height & baseline position.
scriptsStyle->setBlendedFontSize(static_cast<int>(0.75 * style()->fontSize()));
m_scripts->setStyle(scriptsStyle.release());
RenderMathMLBlock::addChild(m_scripts, beforeChild);
}
} else {
if (m_kind == SubSup) {
ASSERT(childElement);
if (!childElement)
return;
RenderBlock* script = new (renderArena()) RenderMathMLBlock(node());
RefPtr<RenderStyle> scriptStyle = RenderStyle::create();
scriptStyle->inheritFrom(m_scripts->style());
scriptStyle->setDisplay(BLOCK);
script->setStyle(scriptStyle.release());
// The order is always backwards so the first script is the subscript and the superscript
// is last. That means the superscript is the first to render vertically.
Element* previousSibling = childElement->previousElementSibling();
if (previousSibling && !previousSibling->previousElementSibling())
m_scripts->addChild(script);
else
m_scripts->addChild(script, m_scripts->firstChild());
script->addChild(child);
} else
RenderMathMLBlock::addChild(child, beforeChild);
}
}
示例7: shouldScaleColumns
static bool shouldScaleColumns(RenderTable* table)
{
// A special case. If this table is not fixed width and contained inside
// a cell, then don't bloat the maxwidth by examining percentage growth.
bool scale = true;
while (table) {
Length tw = table->style()->width();
if ((tw.isVariable() || tw.isPercent()) && !table->isPositioned()) {
RenderBlock* cb = table->containingBlock();
while (cb && !cb->isCanvas() && !cb->isTableCell() &&
cb->style()->width().isVariable() && !cb->isPositioned())
cb = cb->containingBlock();
table = 0;
if (cb && cb->isTableCell() &&
(cb->style()->width().isVariable() || cb->style()->width().isPercent())) {
if (tw.isPercent())
scale = false;
else {
RenderTableCell* cell = static_cast<RenderTableCell*>(cb);
if (cell->colSpan() > 1 || cell->table()->style()->width().isVariable())
scale = false;
else
table = cell->table();
}
}
}
else
table = 0;
}
return scale;
}
示例8: paintOutline
void InlinePainter::paintOutline(const PaintInfo& paintInfo, const LayoutPoint& paintOffset)
{
RenderStyle* styleToUse = m_renderInline.style();
if (!styleToUse->hasOutline())
return;
LayoutRect bounds;
if (RuntimeEnabledFeatures::slimmingPaintEnabled()) {
// FIXME: Use tighter bounds.
RenderBlock* cb = m_renderInline.containingBlock();
bounds = cb->visualOverflowRect();
bounds.moveBy(paintOffset);
}
RenderDrawingRecorder recorder(paintInfo.context, m_renderInline, paintInfo.phase, bounds);
if (recorder.canUseCachedDrawing())
return;
if (styleToUse->outlineStyleIsAuto()) {
if (RenderTheme::theme().shouldDrawDefaultFocusRing(&m_renderInline)) {
// Only paint the focus ring by hand if the theme isn't able to draw the focus ring.
ObjectPainter(m_renderInline).paintFocusRing(paintInfo, paintOffset, styleToUse);
}
return;
}
if (styleToUse->outlineStyle() == BNONE)
return;
Vector<LayoutRect> rects;
rects.append(LayoutRect());
for (InlineFlowBox* curr = m_renderInline.firstLineBox(); curr; curr = curr->nextLineBox()) {
RootInlineBox& root = curr->root();
LayoutUnit top = std::max<LayoutUnit>(root.lineTop(), curr->logicalTop());
LayoutUnit bottom = std::min<LayoutUnit>(root.lineBottom(), curr->logicalBottom());
rects.append(LayoutRect(curr->x(), top, curr->logicalWidth(), bottom - top));
}
rects.append(LayoutRect());
Color outlineColor = m_renderInline.resolveColor(styleToUse, CSSPropertyOutlineColor);
bool useTransparencyLayer = outlineColor.hasAlpha();
GraphicsContext* graphicsContext = paintInfo.context;
if (useTransparencyLayer) {
graphicsContext->beginTransparencyLayer(static_cast<float>(outlineColor.alpha()) / 255);
outlineColor = Color(outlineColor.red(), outlineColor.green(), outlineColor.blue());
}
for (unsigned i = 1; i < rects.size() - 1; i++)
paintOutlineForLine(graphicsContext, paintOffset, rects.at(i - 1), rects.at(i), rects.at(i + 1), outlineColor);
if (useTransparencyLayer)
graphicsContext->endLayer();
}
示例9: createVisiblePosition
VisiblePosition RenderSVGInlineText::positionForPoint(const LayoutPoint& point, const RenderRegion*)
{
if (!firstTextBox() || !textLength())
return createVisiblePosition(0, DOWNSTREAM);
float baseline = m_scaledFont.fontMetrics().floatAscent();
RenderBlock* containingBlock = this->containingBlock();
ASSERT(containingBlock);
// Map local point to absolute point, as the character origins stored in the text fragments use absolute coordinates.
FloatPoint absolutePoint(point);
absolutePoint.moveBy(containingBlock->location());
float closestDistance = std::numeric_limits<float>::max();
float closestDistancePosition = 0;
const SVGTextFragment* closestDistanceFragment = nullptr;
SVGInlineTextBox* closestDistanceBox = nullptr;
AffineTransform fragmentTransform;
for (InlineTextBox* box = firstTextBox(); box; box = box->nextTextBox()) {
if (!is<SVGInlineTextBox>(*box))
continue;
auto& textBox = downcast<SVGInlineTextBox>(*box);
Vector<SVGTextFragment>& fragments = textBox.textFragments();
unsigned textFragmentsSize = fragments.size();
for (unsigned i = 0; i < textFragmentsSize; ++i) {
const SVGTextFragment& fragment = fragments.at(i);
FloatRect fragmentRect(fragment.x, fragment.y - baseline, fragment.width, fragment.height);
fragment.buildFragmentTransform(fragmentTransform);
if (!fragmentTransform.isIdentity())
fragmentRect = fragmentTransform.mapRect(fragmentRect);
float distance = powf(fragmentRect.x() - absolutePoint.x(), 2) +
powf(fragmentRect.y() + fragmentRect.height() / 2 - absolutePoint.y(), 2);
if (distance < closestDistance) {
closestDistance = distance;
closestDistanceBox = &textBox;
closestDistanceFragment = &fragment;
closestDistancePosition = fragmentRect.x();
}
}
}
if (!closestDistanceFragment)
return createVisiblePosition(0, DOWNSTREAM);
int offset = closestDistanceBox->offsetForPositionInFragment(*closestDistanceFragment, absolutePoint.x() - closestDistancePosition, true);
return createVisiblePosition(offset + closestDistanceBox->start(), offset > 0 ? VP_UPSTREAM_IF_POSSIBLE : DOWNSTREAM);
}
示例10: logicalRightOffsetForLine
LayoutUnit RenderBlockFlow::logicalRightSelectionOffset(RenderBlock* rootBlock, LayoutUnit position)
{
LayoutUnit logicalRight = logicalRightOffsetForLine(false);
if (logicalRight == logicalRightOffsetForContent())
return RenderBlock::logicalRightSelectionOffset(rootBlock, position);
RenderBlock* cb = this;
while (cb != rootBlock) {
logicalRight += cb->logicalLeft();
cb = cb->containingBlock();
}
return logicalRight;
}
示例11: createVisiblePosition
VisiblePosition RenderSVGInlineText::positionForPoint(const IntPoint& point)
{
if (!firstTextBox() || !textLength())
return createVisiblePosition(0, DOWNSTREAM);
RenderStyle* style = this->style();
ASSERT(style);
int baseline = style->font().ascent();
RenderBlock* containingBlock = this->containingBlock();
ASSERT(containingBlock);
// Map local point to absolute point, as the character origins stored in the text fragments use absolute coordinates.
FloatPoint absolutePoint(point);
absolutePoint.move(containingBlock->x(), containingBlock->y());
float closestDistance = std::numeric_limits<float>::max();
float closestDistancePosition = 0;
const SVGTextFragment* closestDistanceFragment = 0;
SVGInlineTextBox* closestDistanceBox = 0;
for (InlineTextBox* box = firstTextBox(); box; box = box->nextTextBox()) {
ASSERT(box->isSVGInlineTextBox());
SVGInlineTextBox* textBox = static_cast<SVGInlineTextBox*>(box);
Vector<SVGTextFragment>& fragments = textBox->textFragments();
unsigned textFragmentsSize = fragments.size();
for (unsigned i = 0; i < textFragmentsSize; ++i) {
const SVGTextFragment& fragment = fragments.at(i);
FloatRect fragmentRect(fragment.x, fragment.y - baseline, fragment.width, fragment.height);
if (!fragment.transform.isIdentity())
fragmentRect = fragment.transform.mapRect(fragmentRect);
float distance = powf(fragmentRect.x() - absolutePoint.x(), 2) +
powf(fragmentRect.y() + fragmentRect.height() / 2 - absolutePoint.y(), 2);
if (distance < closestDistance) {
closestDistance = distance;
closestDistanceBox = textBox;
closestDistanceFragment = &fragment;
closestDistancePosition = fragmentRect.x();
}
}
}
if (!closestDistanceFragment)
return createVisiblePosition(0, DOWNSTREAM);
int offset = closestDistanceBox->offsetForPositionInFragment(*closestDistanceFragment, absolutePoint.x() - closestDistancePosition, true);
return createVisiblePosition(offset + closestDistanceBox->start(), offset > 0 ? VP_UPSTREAM_IF_POSSIBLE : DOWNSTREAM);
}
示例12: ensureLineBoxes
void RenderLineBreak::collectSelectionRects(Vector<SelectionRect>& rects, unsigned, unsigned)
{
ensureLineBoxes(*this);
InlineElementBox* box = m_inlineBoxWrapper;
if (!box)
return;
const RootInlineBox& rootBox = box->root();
LayoutRect rect = rootBox.computeCaretRect(box->logicalLeft(), 0, nullptr);
if (rootBox.isFirstAfterPageBreak()) {
if (box->isHorizontal())
rect.shiftYEdgeTo(rootBox.lineTopWithLeading());
else
rect.shiftXEdgeTo(rootBox.lineTopWithLeading());
}
RenderBlock* containingBlock = this->containingBlock();
// Map rect, extended left to leftOffset, and right to rightOffset, through transforms to get minX and maxX.
LogicalSelectionOffsetCaches cache(*containingBlock);
LayoutUnit leftOffset = containingBlock->logicalLeftSelectionOffset(*containingBlock, box->logicalTop(), cache);
LayoutUnit rightOffset = containingBlock->logicalRightSelectionOffset(*containingBlock, box->logicalTop(), cache);
LayoutRect extentsRect = rect;
if (box->isHorizontal()) {
extentsRect.setX(leftOffset);
extentsRect.setWidth(rightOffset - leftOffset);
} else {
extentsRect.setY(leftOffset);
extentsRect.setHeight(rightOffset - leftOffset);
}
extentsRect = localToAbsoluteQuad(FloatRect(extentsRect)).enclosingBoundingBox();
if (!box->isHorizontal())
extentsRect = extentsRect.transposedRect();
bool isFirstOnLine = !box->previousOnLineExists();
bool isLastOnLine = !box->nextOnLineExists();
if (containingBlock->isRubyBase() || containingBlock->isRubyText())
isLastOnLine = !containingBlock->containingBlock()->inlineBoxWrapper()->nextOnLineExists();
bool isFixed = false;
IntRect absRect = localToAbsoluteQuad(FloatRect(rect), UseTransforms, &isFixed).enclosingBoundingBox();
bool boxIsHorizontal = !box->isSVGInlineTextBox() ? box->isHorizontal() : !style().svgStyle().isVerticalWritingMode();
// If the containing block is an inline element, we want to check the inlineBoxWrapper orientation
// to determine the orientation of the block. In this case we also use the inlineBoxWrapper to
// determine if the element is the last on the line.
if (containingBlock->inlineBoxWrapper()) {
if (containingBlock->inlineBoxWrapper()->isHorizontal() != boxIsHorizontal) {
boxIsHorizontal = containingBlock->inlineBoxWrapper()->isHorizontal();
isLastOnLine = !containingBlock->inlineBoxWrapper()->nextOnLineExists();
}
}
rects.append(SelectionRect(absRect, box->direction(), extentsRect.x(), extentsRect.maxX(), extentsRect.maxY(), 0, box->isLineBreak(), isFirstOnLine, isLastOnLine, false, false, boxIsHorizontal, isFixed, containingBlock->isRubyText(), view().pageNumberForBlockProgressionOffset(absRect.x())));
}
示例13: switch
int RenderSVGContainer::calcReplacedHeight() const
{
switch (style()->height().type()) {
case Fixed:
return max(0, style()->height().value());
case Percent:
{
RenderBlock* cb = containingBlock();
return style()->height().calcValue(cb->availableHeight());
}
default:
return 0;
}
}
示例14: ASSERT
IntRect RenderInline::clippedOverflowRectForRepaint(RenderBox* repaintContainer)
{
// Only run-ins are allowed in here during layout.
ASSERT(!view() || !view()->layoutStateEnabled() || isRunIn());
if (!firstLineBox() && !continuation())
return IntRect();
// Find our leftmost position.
IntRect boundingBox(linesBoundingBox());
int left = boundingBox.x();
int top = boundingBox.y();
// Now invalidate a rectangle.
int ow = style() ? style()->outlineSize() : 0;
// We need to add in the relative position offsets of any inlines (including us) up to our
// containing block.
RenderBlock* cb = containingBlock();
for (RenderObject* inlineFlow = this; inlineFlow && inlineFlow->isRenderInline() && inlineFlow != cb;
inlineFlow = inlineFlow->parent()) {
if (inlineFlow->style()->position() == RelativePosition && inlineFlow->hasLayer())
toRenderBox(inlineFlow)->layer()->relativePositionOffset(left, top);
}
IntRect r(-ow + left, -ow + top, boundingBox.width() + ow * 2, boundingBox.height() + ow * 2);
if (cb->hasColumns())
cb->adjustRectForColumns(r);
if (cb->hasOverflowClip()) {
// cb->height() is inaccurate if we're in the middle of a layout of |cb|, so use the
// layer's size instead. Even if the layer's size is wrong, the layer itself will repaint
// anyway if its size does change.
int x = r.x();
int y = r.y();
IntRect boxRect(0, 0, cb->layer()->width(), cb->layer()->height());
cb->layer()->subtractScrolledContentOffset(x, y); // For overflow:auto/scroll/hidden.
IntRect repaintRect(x, y, r.width(), r.height());
r = intersection(repaintRect, boxRect);
}
ASSERT(repaintContainer != this);
cb->computeRectForRepaint(r, repaintContainer);
if (ow) {
for (RenderObject* curr = firstChild(); curr; curr = curr->nextSibling()) {
if (!curr->isText()) {
IntRect childRect = curr->rectWithOutlineForRepaint(repaintContainer, ow);
r.unite(childRect);
}
}
if (continuation() && !continuation()->isInline()) {
IntRect contRect = continuation()->rectWithOutlineForRepaint(repaintContainer, ow);
r.unite(contRect);
}
}
return r;
}
示例15: firstContainingBlockWithLogicalWidth
static inline RenderBlock* firstContainingBlockWithLogicalWidth(const RenderReplaced* replaced)
{
// We have to lookup the containing block, which has an explicit width, which must not be equal to our direct containing block.
// If the embedded document appears _after_ we performed the initial layout, our intrinsic size is 300x150. If our containing
// block doesn't provide an explicit width, it's set to the 300 default, coming from the initial layout run.
RenderBlock* containingBlock = replaced->containingBlock();
if (!containingBlock)
return 0;
for (; containingBlock && !is<RenderView>(*containingBlock) && !containingBlock->isBody(); containingBlock = containingBlock->containingBlock()) {
if (containingBlock->style().logicalWidth().isSpecified())
return containingBlock;
}
return 0;
}